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#1
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,279 Joined: 31-December 06 Member No.: 10,502 ![]() |
There is very little cannon information about Baltimore in Shadowrun.
John Hopkins moved out, the elven Ancients moved in, and the Orioles stuck around. Ares Arms, the military hardware subsidiary of Ares Macrotechnology, is headquartered in Baltimore. So I feel I've got a fair bit of license for Baltimore in alternate 2070. The name Charm City came from the 1974 when the city was literally a flaming pile of garbage, with strikes by garbage collectors and police among others. The mayor wanted to reframe the image after that, and emphasize the charm of the highly variable communities in the city. The name stuck, maybe ironically, but it stuck. It's even moreso the case in 2070 that things can change dramatically going around a corner in Baltimore. But while sometimes it feels like Baltimore just can't get clean no matter what, it has benefited greatly by the breakup of the old USA at least monetarily. The loss of land to the CAS and NAN meant that suddenly Baltimore found itself the nearest major port for most of the UCAS, via the Panama and Nicaraguan canals, to a newly ascendent Japan as well as Azetlan. Soon the old docks were more active than ever and construction was surging as megacorp skyscrapers shot up into the air. But Baltimore politicians swore to stand up for the locals, and maybe they tried, in their way, with rent control, tenants rights, squatters, and red tape about blocking roads or utilities. Unable to just knock down old buildings, a lot of political wrangling resulted in a strange compromise. Corporations couldn't easily tear down old buildings, but they could reinforce them, add columns, external elevators, and rebar like prison bars around them, and build up. The terms "uptown" and "downtown" have taken on a new meaning to refer to these different levels in much of the city. In better neighborhoods the lower levels are usually doing fine, but as you get towards worse neighborhoods isn't too uncommon to find one abandoned by the previous landlord who would have torn it down if they could have. For outsiders, the stereotypical Baltimore building is a three story brick house full of squatters and punks, and topped by gleaming corporate glass with skywalks reaching out to it's neighbors. The lower and upper levels in such a case would definitely not be connected. The corporations have found this to generally improve security. Even new construction will often have a low security "downtown" and a high security "uptown". Particularly since retail requires letting people in easily and the city requires low income housing and public amenities. So where are the bad neighborhoods? Well, worse anyway? Prior to the awakening Baltimore had a phenomenon called the "white L" and the "black butterfly" that would show up in various ways. White L: https://hips.hearstapps.com/hmg-prod/images...pg?resize=980:* Black Butterfly (see the wings?) https://i.insider.com/57ab7699ce38f231008b5...g&auto=webp See also: https://peter-horton.com/2022/05/06/baltimo...butterfly-maps/ In the sixth world the butterfly goblinzied, with Orcs rapidly becoming the main underclass, and the "L" was taken over primarily by the megacorporations. There's a brief area where the two overlap, previously known as Staton North ( https://goo.gl/maps/S6Z5xBz16c5LpZg2A ) which described itself as "an edgy arts district full of DIY exhibit spaces, many doubling as live venues for local punk and indie bands. Murals and public artworks dot the streets, and former warehouses like the CopyCat Building house artists’ studios, galleries and performance spaces." This relatively high demand but low cost area is where Ares Arms created their "uptown" headquarters, interlinking their new upward expansions to create what is usually called the Ares Arch-ology for it's sheer interconnected size. The area underneath now relies almost entirely on artificial lighting. This at first had a depressing effect, but, the city planners must have figured, if life gives you a cyperpunk dystopia add neon and nightlife and a better name. The area is now advertised as "Shadow City" playing on the popularity of Shadowrunner trid shows of the time. The locals mostly groaned at the influx of tourists. However it has created a space where East side Orcs and West Side Orcs as wells as Shadowrunners and Mr. Johnsons can meet under the camouflage of pretenders. Ares heavily enforces any gunfire or magic use from their position above, but otherwise doesn't seem to much care what happens below. The city hasn't changed much in terms of streets or neighborhoods. Due to rent control and tax reasons most stores and restaurants keep their names at all costs. So a "Deli" might actually be a gun store. But at least maps don't go out of date! https://upload.wikimedia.org/wikipedia/comm...orhoods_map.png Extra detail on Baltimore neighborhoods: http://forums.dumpshock.com/index.php?show...t&p=1363702 Security in Baltimore http://forums.dumpshock.com/index.php?show...t&p=1363703 Current characters Tubesnake http://forums.dumpshock.com/index.php?show...t&p=1363627 Selina http://forums.dumpshock.com/index.php?show...t&p=1363535 Quick Willie and Bongo http://forums.dumpshock.com/index.php?show...t&p=1363528 FLatline http://forums.dumpshock.com/index.php?show...t&p=1363626 Lenny http://forums.dumpshock.com/index.php?show...t&p=1366249 Angel 316 http://forums.dumpshock.com/index.php?show...t&p=1039236 |
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#2
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,279 Joined: 31-December 06 Member No.: 10,502 ![]() |
Characters:
This is a game set in Baltimore, AKA Charm City. Due to smaller numbers of players here and to allow more roleplaying in an online format I'm planning to allow players to have two characters. Origionally I'd thought people would make characters set in the city, and get to do some worlbuilding detailing out the neighborhood they're from. That's still an option, with standard 4a build rules for a starting character. However other folks have already made characters, or might just want to make a character from elsewhere. Part of the competence and fun of the game is having characters who know the streets and their denizens. To balance that, out of towners get a 10 BP/20 Karma disadvantage. This should be bought off if your character stays in Baltimore long enough. I've had a campaign get pretty dark which I didn't like. But I appreciate that it does constrain your characters some if they aren't just leveling buildings when convenient or poisoning the water supply to get their target. So to sweeten passing out constraints you also get a 10 BP/20 karma disadvantage of basic street ethics. This is much less limiting than the pacifism disadvantage. Your character avoids killing, at least of civilians/innocents/kids, no rape, stuff like that. They also have a 5 bp/10 karma compulsion disadvantage towards heroism. It isn't that strong, but it sneaks in there every now and then when the stars align. This can seem a little unproffessional in some shadowrunner circles, so certain types of characters may want to make some anti-hero excuses to themselves or others for their behavior should this come up. Finally characters get a 5 bp compulsion disadvantage to follow some character building guidelines I've long found useful to keep play moving and keep it fun for the whole group. But for your character they're just good ways to stay alive and relevant. Hey, you just got some extra BP/karma to use, and, as this is the GM's idea, these disadvantages do not count toward the limit of disadvantages a character may start with. 1. It's called "Shadowrun." Your character should be able to shadow and run. More specifically your character, in this edition, should be able to get a dice pool of 8 for shadowing and inflitration to have a decent chance at it or to just buy a pair of successes and keep things moving. They should also be able to outrun corporate security (athletics group 3, strength 3, 1 IP). Note that having your friendly hacker set up a tacnet can get a fairly easy +2 for infiltration and shadowing, and there are a bunch of drugs to put a little pep in your step. Magic users have a fair number of options. Just have a plan if your character can't manage it straightforwardly. 2. Your character should be a "triple threat." Able to do something useful and fun during legwork, during the quite part of a mission, and during the loud part of a mission. 3. Everybody should be able to communicate subvocally as a team. This one's particularily easy in this edition. I also provide a couple freebees as follow. 1. Two free contacts, each with a combined connection and loyalty rating equal to your characters charisma (so with charisma 4 one could have a connection 3 loyalty 1 contact and a connection 2 loyalty 2 contacts, for example). 2. One additional free contact for each purely RP related knowledge skill ( i.e. Hong Kong action movies). The combined loyalty and connection ratings equal the rating of the knowledge skill, and the knowledge skill is how you'd come to know each other. Players new to Baltimore could wait a bit to roleplay meeting some new friends in town, but you'd still get to "pick" them. Alternatively, even if you're new to town these could be folks your character knew from before or knows virtually. 3. If characters have "building" skills I let them have half off on gear they could have made up to a value of their (logic+relevant skill) x 10k nuyen. For example a hacker with logic 4 and software 4 would only need to pay 40k for the first 80k of programs, but then full price after that. I do allow the option of breaking skillgroups(i.e. raising a group to 4 and then an individual skill to six). I have the standard set of rulebooks (SR4a, Arsenal, Augmentation, Unwired, Street Magic, Runners Companion). I'll be rusty with the rules though. I'm quite tolerant if you're less familiar with the 4a rules, particularly if you want to try out being a hacker or something like that. To keep things simple the only house rule outside of chargen I'll use is restricting the spirit power search to LOS, as in a previous edition. Being able to find anything pretty easily breaks too many plots (and would probably get your characters swiftly caught). |
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#3
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,114 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
Thanks, sunnyside. I'll refresh Bongo Slade (phys ad entertainer) and Quick Willie (street sam and driver) to conform to your guidelines, and post here.
I'm in the middle of a three day sheep herding clinic, so I will be back to this in a couple of days. Awesome setup. I love maps, and your description of the city has all kinds of possibilities. I myself know next to nothing of Baltimore, so I might make my two as newbies to the city. |
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#4
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,114 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
So, for my newbies to Baltimore, I want to pass by you the Knowledge skills that might conform to your GM bonus contact rule. I leave out skills with rating 1, and skills that apply to other places (eg. Seattle, Toronto). Do these work for you?
Quick Willie Combat Bike circuit 3 Orksploitation trideo 2 Ork Underground entry points 4 (there might be something/someone in Baltimore?) Goblin Rock 3 Most of those look like hooks to meet someone in a bar and bond over beers. Bongo Slade Music theory (composition) 4(+2) Baltimore music scene 2 Musical drum design 2 Gaia theory 2 Music shops? Performances? Book stores (assuming not too archaic - maybe adjunct to a talismonger shop)? |
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#5
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,279 Joined: 31-December 06 Member No.: 10,502 ![]() |
The Orc underground one was a practical skill. Like bongo's fame it's meant to be covered by the out of town disadvantage.
However Toronto Music Scene 2 was presumably never a practical skill. So that would be usable to make a friend interested in the scene up north. |
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#6
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,267 Joined: 19-May 12 From: Seattle area Member No.: 52,483 ![]() |
I'm sort of considering this - I'd probably only run one character, and give it some thought. I've never been in Baltimore, though in the region on various occasions.
I have the 4A books, so I think I'll be on target there. Do you have any particular needs for your campaign, and do you have any biases? (I'm not considering anything outlandish, so don't feel constrained on my behalf.) |
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#7
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,114 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
I'm sort of considering this - I'd probably only run one character, and give it some thought. I've never been in Baltimore, though in the region on various occasions. I have the 4A books, so I think I'll be on target there. Do you have any particular needs for your campaign, and do you have any biases? (I'm not considering anything outlandish, so don't feel constrained on my behalf.) Come on, Koekepan! The last campaign we played in died 5 hours into game time. Let's make this one last. Oh! And you've already played those five hours with Quick Willie. Won't that be fun? (Especially since the Initiative rules aren't skewed in favour of his speed.) |
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#8
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,114 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
The Orc underground one was a practical skill. Like bongo's fame it's meant to be covered by the out of town disadvantage. However Toronto Music Scene 2 was presumably never a practical skill. So that would be usable to make a friend interested in the scene up north. OK, thanks. |
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#9
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,267 Joined: 19-May 12 From: Seattle area Member No.: 52,483 ![]() |
I'm definitely considering this. Might be a technician. An urban environment like that has to be full of tunnels and conduits and access points and telemetry and things to even work, let alone be remotely comfortable. That should meet the triple threat.
Maybe a plumber/dronemaster? |
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#10
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,279 Joined: 31-December 06 Member No.: 10,502 ![]() |
I'm definitely considering this. Might be a technician. An urban environment like that has to be full of tunnels and conduits and access points and telemetry and things to even work, let alone be remotely comfortable. That should meet the triple threat. Maybe a plumber/dronemaster? That does sound like an interesting take on such a character. I already laid out a number of biases above, but we could use a hacker and a technician/dronemaster is already going to be most of the way there (especially with the freebies). People can be skittish about that, but as I mentioned I'm up for hand holding a while, and part of the reason I like 4a is it is, arguably of course, the peak of practical hacking. Lots of relatively easy to hack wireless things versus rarely getting to plug a cyberdeck into some murderbox. Also, especially with the freebies, all you need is a datajack, two skill groups, and something in the ballpark of 12BP of gear. |
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#11
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,267 Joined: 19-May 12 From: Seattle area Member No.: 52,483 ![]() |
I'll read through the rules again (been a little while for 4A) and see where it takes me. But I like the idea. Pencil me in.
While we're spitballing, what's the intended view on metahumans? I'm not thinking anything outlandish, but for the character concept a dwarf could work (vision especially, in areas where lights are out for maintenance) and so could elf (wriggling through ducts most metas couldn't fit). |
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#12
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,114 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
Willie is an ork.
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#13
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,267 Joined: 19-May 12 From: Seattle area Member No.: 52,483 ![]() |
So, I've been thinking about this milieu:
If the nature of the new Downtown is rather layered, and enclosed, it seems as if it might be difficult to send a large vehicle like a work truck down its streets. Is this so? If it's not true, and a big ol' Bulldog van can trundle along without difficulty (trash piles and metahuman debris regardless) then the follow-up question is: can one fit a facility for dealing with modest-sized drones in a work van, or can it only fit a workshop? Conversely, would there be some guidelines on what sort of facility size and/or power restrictions could be sorted out? The examples in the book run over things like a vehicle maintenance facility that obviously would have to incorporate systems like lifts and areas large enough to paint panels, but by the same logic a workshop for jewelry could fit into a space smaller than a TEU. GM's call, is what this looks like to me. |
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#14
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,279 Joined: 31-December 06 Member No.: 10,502 ![]() |
While we're spitballing, what's the intended view on metahumans? I'm not thinking anything outlandish, but for the character concept a dwarf could work (vision especially, in areas where lights are out for maintenance) and so could elf (wriggling through ducts most metas couldn't fit). Orks have territory where they're by far the predominant race in the butterfly "wings" and may be under suspicion of being in a gang elsewhere. The rest is fairly standard for Shadowrun. Dwarves need a little extra help with running. There are lots of ways to do it and a character might well have them without any extra consideration. Though I note that raptor legs would also help negotiating spaces without proper ladders and such or for hanging upside down while working on something. Skimmer discs in the feet seem to defy physics, but there they are in the rules. (Both augmentation) So, I've been thinking about this milieu: If the nature of the new Downtown is rather layered, and enclosed, it seems as if it might be difficult to send a large vehicle like a work truck down its streets. Is this so? If it's not true, and a big ol' Bulldog van can trundle along without difficulty (trash piles and metahuman debris regardless) then the follow-up question is: can one fit a facility for dealing with modest-sized drones in a work van, or can it only fit a workshop? Conversely, would there be some guidelines on what sort of facility size and/or power restrictions could be sorted out? The examples in the book run over things like a vehicle maintenance facility that obviously would have to incorporate systems like lifts and areas large enough to paint panels, but by the same logic a workshop for jewelry could fit into a space smaller than a TEU. GM's call, is what this looks like to me. Generally the roads are what they are now, with sidewalks having some more obstacles. The idea of a facility as I read it is that it has big expensive machinery (100k worth) needed to do modifications. Like needing a whole kiln for a little pot. However what might save you a lot of nuyen is the GM explicitly gets to decide on a case by case basis whether you can get by with a shop (the equipment for which can fit in a vehicle) or kit and what the penalties would be. So maybe you'd do better with a CNC machine, a high frequency induction heater, a hydraulic press, and a nice drill press to modify some parts, but if it's a drone you might well be able to get by taking turns with a few Dremels, a blowtorch, and some elbow grease with a hammer. |
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#15
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,267 Joined: 19-May 12 From: Seattle area Member No.: 52,483 ![]() |
OK, on the basis of that (very useful information), let me narrow the field of inquiry to see if we can get the best answer:
I'm thinking that a technician with a mobile facility gets to save on lifestyle costs (because otherwise maintaining a facility is a nontrivial lifestyle drain) but obviously that only works if you can fit the tools, and the subject of construction and maintenance, into the vehicle. Mobile facilities also have the advantage that they can, well, pack up and move. I'm pretty sure that a van could fit the gear to construct a microdrone. Tiny lathes, spot welders, dentist-sized air tools, soldering systems, no problem. Given a few sheets and blocks of suitable raw materials on hand, and a knowledgeable technician could build one, or new parts for one, from scratch. I even feel pretty good about a minidrone in this context. The whole damn drone could sit on a barstool-sized workbench while the technician goes to work. A small drone, which is pretty much a backpackable device, should still be viable inside a step van, especially if there are hooks so that it can be suspended for work from all angles. This size is additionally relevant when we consider that this is the probable size of many utility drones for things like running cables through conduits, repairing cracked walls from the inside, crawling along pipes and so on. Medium drones are, according to the Arsenal book, between the size of a large dog and a motorcycle. I could well see a GM complaining about considering a stepvan being a facility for motorcycle-sized drones (although I'd personally see something the size of an alsation or rottweiler being specified, constructed, assembled and maintained in a stepvan). Large drones are pretty obviously outside the scope. So now the secondary question is: let's assume that a properly appointed stepvan can be used as a facility for drones up to size small, allowing for everything from forming plates (with a hydraulic press) to painting (with an air compressor), to machining (3D printing, lathe, drill press, etc.) to electronics work (oscilloscope, antistatic workbench, soldering tools etc.) - could the same stepvan be considered to be a workshop for drones of size medium and large? Many of the tools would be darn near identical, with the major difference being the available space, and in some cases scale of tooling. Here's the next question (and I apologise if I seem to be min-maxerish here, but I want to make sure that there are no misunderstandings): let's imagine that, instead of a stepvan, there's a vehicle with a nice, big trailer. Say, a 28 foot trailer with plenty of headroom, under-floor storage and all the trimmings. By itself, it's just packed, and not really a place of work, but given an abandoned lot and an hour to open the doors and set up, it could be the nexus of what amounts to a facility, complete with jacks, pneumatic and hydraulic and electric tooling, supplies of paint and pipe and sheet materials and so on. Would that work? Would that save money? I don't see why it wouldn't, but I'd like to hear what the GM thinks. All this revolves around the idea of a dronemaster technician with a boatload of skills (yeah, you can see where the build points will go) and a good chunk of money in initial equipment (because if drones go in first, they get shot up first). If on the other hand the GM makes the call that a facility, for reasons of the limitations of machinery, effectively has to be a building, that's fine too but then I'd slant the spending a different way. A different take on it could be that the facility is itself a really large, custom drone (which makes sense from the perspective of having machinery do materials handling without having a technician bending over a toxic stew of materials). This saves a lot of space because now you don't really need space for a human being to move around the maintenance subject - but does that appreciably raise the cost of the facility? Alternatively, we could take the approach that a facility isn't worth it, but a workshop totally is. Possibly even a couple of workshops wrapped into one context. What sort of general limitations might I expect between workshop and facility? In the rulebooks, the difference appears to be manufacturing (if you're talking about cyberware) and the assumption that a facility contains really heavy, bulky machinery (which doesn't make a lot of sense if you're constructing tarantula drones for Hallowe'en). Other than that, perhaps just a B/R bonus or penalty on particular jobs? This is roughly what I read from your post, but I want to be sure that I didn't misapprehend anything. |
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#16
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,279 Joined: 31-December 06 Member No.: 10,502 ![]() |
So your phrasing is a bit off in spots.
Facilities, shops, and kits are always the same size and cost. Though you need space sufficient to fit the vehicle or drone you're working on. The primary purpose of the desktop forges is to be able to use high tech to have the same capabilities in a smaller space. So a large desktop forge would be how to get the portable facility capability you're speaking of (and yes you'd want some extra space to work if you intended to work on something particularly large.) However that might be overkill because what does change with the size of what you're working in is whether you need a facility, shop, or kit. For example a minidrone rack takes a kit, while a large drone rack takes a shop. All repairs only take a shop. Getting the freebie bonus would similarly only take a shop for drones as your character fixes up busted ones, builds out from kits, and occasionally manufactures a part. Now there are specific mods in Arsenal that require a facility. That's the case by case thing, but for smaller drones it's more likely there won't be much of a penalty involved and you'll be able to do most mods. Maybe if you're encasing something in sci-fi magic or trying to do zany Rigger 3 R&D you might be stuck or need a particular addition. I think what might be the solution you're looking for is the small desktop forge. Easily fitting into a van and leaving you room to work and maybe actually store some drones in these and have a minifridge as some other amenities if you're looking to stay there. The rules sort of cover using a vehicle for lifestyle under amenities and also what you're talking about otherwise under the workshop mod. However they're quite confusing about the desktop forge entry. It's written quite poorly. But maybe it really is saying that you can mod a vehicle to have a large desktop forge for only two slots and a third the price of a stand alone unit? Maybe I'll just allow that crazyness, though for that option you'd need to take the advantage to start with gear over the typically allowed availability and have some story about how they got something so hot. If your character is an out of towner, that might be a reason why they're looking to relocate. For a small desktop forge you just get one and latch it down somewhere inside. Maybe put a tablecloth and a lamp on it if you have company. Desktop forges have the issue of getting that powder. However they also solve the issue of needing different kits/workshop for doing different things. Though for sanity perhaps I'd rule that they'd have some CNC like capabilities beyond the powder, so for some mods and repairs you don't need the powder, and occasionally you'll need a particular part or at least chemical for non-metalic mods (like the one giving anthroforms a humanlike face). Alternatively we could play it RAW and it always uses powder and we figure the powder, behind the scenes, comes in a bunch of types for different things you'd dream up. |
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#17
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,267 Joined: 19-May 12 From: Seattle area Member No.: 52,483 ![]() |
OK, I'm fine with a RAW where a facility is always like my local machineshop, which is basically a barn-sized building which can run an excavator on a gantry crane down the middle for all sorts of madness, and with dozens of workstations populated with tools ranging from CNC cutters to welders to lathes. If that's the case, I'll basically write that off and look at workshop or lower for everything.
I was thinking of some highly unusual drones that would be custom purchases, but we can talk about that in a bit. I think that I'll probably skip the desktop forge at this stage. You can do amazing things with classic construction techniques if you have some practical chops. What would you demand in terms of ratings for this character to be effectively a drone designer capable of doing things such as what modern day RL engineers call soft robotics? |
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#18
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,279 Joined: 31-December 06 Member No.: 10,502 ![]() |
This edition already has a lot of flexibility in how soft and biomimetic drones can be. Particularly with walkers and arms, but also that falcon pet which doesn't even particularly have special rules. And there are things like gecko tips RAW.
So if you're looking to stay within RAW and just soup up some critterbots it'd be pretty straightforward. If you want a genius that breaks the mold (and goes completely off the page) and is doing things beyond the dreams of the corps. Well, I'm interested in working something out. But perhaps specify what you're really wanting to make. Maybe a specific pet project? |
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#19
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,267 Joined: 19-May 12 From: Seattle area Member No.: 52,483 ![]() |
Nothing too outlandish. I was thinking of sewer/pipe inspection things, and then thinking of research into artifical muscles, and I came up with the idea of maximally soft-bodied drones, such as lamprey analogues with pseudo-cartilage in their endoskeletons, or annelid-type systems with only a hard element in their heads (for surveillance, while travelling through heavily sedimented pipes or areas with constricted access). From there it was an obvious move to molluscan concepts, perhaps based on something like a nudibranch, and then by way of contrast some less-frequently considered arthropodal options such as a millipede type structure, or something analogous to a stick insect for a sniper-type drone.
None of these require anything outlandish in terms of milieu materials science, power sources, capability technology or AI/pilot ratings. OK, I admit that I also considered an animated masturbatory sleeve with a deployable dentata function for enhanced negotiation capabilities, but then I remembered what you said about how dark you didn't want it to get, and I shelved that plan... |
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#20
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,114 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
Fuuuuuuck ..... (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/biggrin.gif)
Someday, we have to get together for a beer. |
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#21
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,267 Joined: 19-May 12 From: Seattle area Member No.: 52,483 ![]() |
"This is an offer you can totally refuse. But one way or another, I'm leaving here with something. You just get to decide what. Here, let me pour you another drink, you look as if you need it."
Naaah, I'm a nice guy. I'd never. Of course, doesn't mean I wouldn't let someone think that I would. |
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#22
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,046 Joined: 1-December 08 From: South Carolina USA Member No.: 16,647 ![]() |
Interested.
Have three characters I have played before that I can port in. Smiley- Face/physad Sioux, lucky as hell, drinking problem. Taurus- Bodyguard Minotaur, designed to take hits. Originally connected to Ares FWIW. Flatline- Hermetic mage street doc. Man of the people. |
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#23
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,414 Joined: 26-February 02 Member No.: 463 ![]() |
So, a while ago there was this game with all the people that have replied here... (IMG:style_emoticons/default/wink.gif)
Looking at the older threads, I also found my character sheet from there. Would that be something that could work in this game (probably with some slight alterations)? (IMG:style_emoticons/default/smile.gif) ============================================================================= Character Generation [ Spoiler ] Bye Thanee |
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#24
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,114 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
Looks like things got a little hot in Seattle, what with all the crap going down with the Ancients. Other side of the continent. Smaller town. Let things cool off for a while.
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#25
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,114 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
With so many players, I suspect I would play only one PC. If it turns out to be Quick Willie, then sunnyside,
Please,please, make a run, please Where we can extract just one of these! Willie dreams ... I figure Koekepan's PC could improve the inner Body. |
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Lo-Fi Version | Time is now: 18th February 2025 - 08:38 AM |
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